News: The Kickstarter is over! And it was 240% funded. I'm working on a new website, Game Art Quest, where you'll find all of the open source assets, tutorials and premium training I'm making as part of this project.

Hi beardedeagle, and thanks first of all. AI is a thing I'm just starting with myself. Thus, although I'd love to write on that, it not among the first things I'll tackle, unless I find something quite useful to share.

A quick update: I added a list of upcoming tutorials. I'll be releasing a tutorial every Tuesday until the end of the summer. I'll try to keep these resources general, and of an intermediate to advanced level. I'm working on introductory matierial on AI as well for the month of August.

Upcoming tutorials:

22/07 : 4 valuable lessons learned from Dan The Rabbit

25/07 : (quick tip) How to do advanced callbacks with multiple parameters

awmace5 : although a multiplayer tutorial would certainly be appreciated, I believe that a good mastery of c2's concepts and optimization is required first. Multiplayer is very technical, and puts heavy constraints on one's code and design. There are also 4 detailed multiplayer tutorialsalready written in by Ashley. He has covered the essential networking concepts to grasp to build more complex games and apps. Network is finally something I have very little knowledge of: as a designer, I have only worked on single player games. I wouldn't want to share so-so or wrong information about technical concepts I don't quite get myself.

So anyway, I'm working something out on AI, project management... compiling a few tricks from fellow professional developers as well. And as always, I'm open for requests !

I just added a follow-up tutorial to my article about callbacks. It shows a way to do callbacks (call a function from a function) with multiple parameters.

I also released another kind of tutorial on Tuesday, that's workflow/design-related. Could you please tell me if you like it? As time goes, I'd like to share a bit more about game design, as I am a designer, not a developer. But I'd like to do it in a way that's compelling for you guys. Maybe videos would be more interesting?

Valerien : Just read your complex UI tutorial, and while it is functionnal, I think it is possible to open up a little:

The all buttons in one object while it works, can be really misused, not all buttons should be in one I think, but more functionnalities wise, they can be (every button relative to facebook in one object, every button relative to navigating menues could also be like that), so at the end you don't have to navigate as much into buttons (when you want a facebook functionnality, you know automatically which button it is, so you place it and you are good to go in that exemple), and you keep the advantage of not having all of them loading at once (even if this one is minor), it is IMO clearer than having to search every animation the unique object has to offer.

The UI elements as globals can be used, but the other way around (using a function to create it and set it at runtime, a decent use of containers to link the realtive elements between them) not only keeps the issue of the layer indexing at bay, but also helos during testing since you don t have to go into the layout that creates it each time you wanna check something. Also it is less risky since you wont have them present in every layout.

As for the UI layers, this is a tip I cannot agree more with, it is just the easiest way to deal wi a pause screen.

Having all of the buttons in a single object works well if you just have your basic mobile UI, not too many. I generally create the UI at runtime as well actually! If you have a few functions to anchor stuff and place it at an offset from the edges automatically, it feels good. The all buttons in one thing is mostly about reimporting easily for me. It can also make the process of generating UI from JSON or XML at runtime pretty effortless. Each user will have to pick a way depending on his project and project's scope! Anyway, thanks for the comments!